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Forfeiting & Defeat

You can bow out of a fight if it's going sideways. A forfeit resolves as a defeat - no rewards, no consolation. And there are no mid-run checkpoints, so forfeiting a dungeon means starting the whole dungeon over on retry.

Defeat

How to Forfeit

The battle UI has a forfeit action available from the menu. Confirming forfeits the current fight immediately, skipping any remaining turns. The fight resolves as if your whole party had been wiped.

You can forfeit during any unit's turn - yours or theirs. It's not tied to a specific moment.

What Forfeiting Costs You

A forfeit counts as a defeat. Concretely:

  • No rewards - no gold, no XP, no item drops for the fight.
  • No partial progress - if you were in the middle of a dungeon, you don't keep any of the encounter's progress.
  • Your party takes no permanent damage - soldiers still respawn for the next battle at their source habit's current HP. The loss is in the fight, not in your roster.

For adventure quests, forfeit costs you the quest pass you spent to activate the quest. The retry cost still applies if you want another shot.

For arena matches, a forfeit uses up the ticket you spent. No gold from a forfeited fight, even if you were ahead.

What Happens When Your Party Is Wiped

If all your units fall and you didn't forfeit, the fight ends on its own as a defeat. The outcome is identical to a forfeit - no rewards, no progress, party intact for the next fight.

There's no "one more turn" grace, no revival mechanic, no consumable that brings a fallen ally back. When the last ally drops, the fight ends.

No Mid-Run Checkpoints

Multi-encounter content - dungeons and multi-phase adventure quests - runs start to finish as a single unit. If you wipe in encounter 3 of a 4-encounter dungeon, the retry starts you at encounter 1, not encounter 3.

This is deliberate. A checkpoint system would let you grind down a hard boss by repeatedly losing and reloading with fresh charges and buffs. The "whole run as one test" structure preserves the weight of dungeon attempts.

Why no checkpoints

Scope's dungeons are meant to be the climactic payoff of completing a goal. Letting players save-scum through them one encounter at a time would defuse that. The friction is part of what makes winning feel earned.

Retrying

You can always retry a dungeon or adventure quest after a loss - but retries have costs attached:

When to Forfeit

Forfeit is a legitimate tool - not a failure to accept. A few situations where it's the right call:

  • Your party is wiped but the last unit is alive on 1 HP. If the fight is clearly lost, forfeiting saves the animation time of the inevitable defeat.
  • You realize you brought the wrong party. Better to exit early, re-compose, and come back than to force the fight to play out.
  • You're testing a party against a new dungeon. Learning what the fight looks like is a legitimate use of a quest pass; forfeiting when you've seen enough is fine.